Unarmed - Physical Style said:The user may choose a single effect from Offensive OR Defensive. Re-entering the style at the cost of 0.5 AP allows the user to change effects.
Prerequisite: 4 Mastered Unarmed Jutsu
- Offensive
- Dynamite Fist: All Unarmed Taijutsu Attacks made by the user have a +5% chance to cause suppression. If a target is suppressed, the next successful Unarmed Taijutsu Attack against the target made by the user gains a +5% Damage Buff; this effect may only occur twice per round.
- Dim Mak: Allows the user to cause Suppression up to six times instead of four with their Unarmed Attacks. If the user has performed suppression four times and drops out of this style, they may not cause suppression again unless they re-enter this style.
- Drunken Fist: Upon entering this style, a user must choose between 1, or 3 Drunk Points. These Drunk points lower by 1 each round the style is active, at which point this style is dropped. Dropping this style removes all current drunk points.
- For every Drunk point the user has, their Unarmed Taijutsu Attacks have a 5% being considered a Sneak attack. Stacking up to +10%.
- For every Drunk point the user has, their Unarmed Taijutsu Attacks have a 15% being treated as Rank 1 due to their intoxication.
- For every Drunk point the user has, their Unarmed Taijutsu Attacks have a 30% of being unable to be reflexively-acted against. This is 100% if the user has 3 Drunk Points active.
- This style cannot be reactivated until all Drunk Points have been consumed.
- Defensive
- Capoeira: The user gains a +5% Auto Dodge against Melee Attacks and +2 Dodge against all Taijutsu Attacks. All Unarmed Attacks made by the user suffer a -2 Accuracy.
- Fluid Two-Step: The user has a 10% chance to have a successful attack treated as one rank lower. (IE: A full hit would become a 75% partial, a 25% Partial would be treated as a miss) This may only occur twice per round with a Partial only being treated as a miss once per batle. The user suffers a -1 Accuracy to all Unarmed Taijutsu Attacks while this style is active.
- Cross Counter: The user suffers -3 dodge, but all incoming attacks deal -10% damage. This is not considered damage reduction. (If an attack would deal 100 damage, the user takes 90. If the user had 10% damage reduction as well, they would take 90% from 90 damage which is 81)